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YataiDONNijiiro/Scripts/background/background.lua
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518 lines
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Lua

-- YataiDON-HSS child override of PyTaikoGreen/Scripts/background/background.lua:
-- byte-copy of the parent plus the ArcadeGauge overlay (3 hooks, marked below).
local DonBG = require("background/bg_objects/donbg")
local BGNormal = require("background/bg_objects/bg_normal")
local BGFever = require("background/bg_objects/bg_fever")
local Fever = require("background/bg_objects/fever")
local Footer = require("background/bg_objects/footer")
local Dancer = require("background/bg_objects/dancer")
local Ending = require("background/bg_objects/ending")
local RankBadge = require("background/bg_objects/rank_badge")
local RendaController = require("background/bg_objects/renda")
local ChibiController = require("background/bg_objects/chibi")
local ArcadeGauge = require("background/bg_objects/arcade_gauge") -- child-only
local EnsoSkip = require("background/bg_objects/enso_skip") -- child-only
local PracticeBackground = require("background/bg_collabs/practice")
local TutorialBackground = require("background/bg_collabs/tutorial")
local A3Background = require("background/bg_collabs/a3")
local AnimalBackground = require("background/bg_collabs/animal")
local ButtoBackground = require("background/bg_collabs/buttoburst")
local DanBackground = require("background/bg_collabs/dan")
local FunassyiBackground = require("background/bg_collabs/funassyi")
local ImasBackground = require("background/bg_collabs/imas")
local ImasSidemBackground = require("background/bg_collabs/imas_sidem")
local OshiriBackground = require("background/bg_collabs/oshiri")
local COLLABS = {
PRACTICE = { PracticeBackground.new, nil, 1 },
TUTORIAL = { TutorialBackground.new, nil, 1 },
A3 = { A3Background.new, "background/collab/a3", 4 },
ANIMAL = { AnimalBackground.new, "background/collab/animal", 5 },
BUTTOBURST = { ButtoBackground.new, "background/collab/buttoburst", 4 },
DAN = { DanBackground.new, "background/collab/dan", 1 },
FUNASSYI = { FunassyiBackground.new, "background/collab/funassyi", 5 },
IMAS = { ImasBackground.new, "background/collab/imas", 5 },
IMAS_CG = { ImasBackground.new, "background/collab/imas_cg", 3 },
IMAS_ML = { ImasBackground.new, "background/collab/imas_ml", 3 },
IMAS_SIDEM = { ImasSidemBackground.new, "background/collab/imas_sidem", 3 },
OSHIRI = { OshiriBackground.new, "background/collab/oshiri", 5 },
}
Background = {}
Background.__index = Background
function Background.new(player_num, bpm, scene_preset)
local self = setmetatable({}, Background)
self.player_num = player_num
self.bpm = bpm
self.scene_preset = scene_preset
self.is_2p = (player_num == 3) -- PlayerNum::TWO_PLAYER
tex.load_animations("background")
-- child-only: arcade soul-gauge overlay, drawn in draw_fore (in front of the HUD)
self.arcade_gauge = ArcadeGauge.new()
-- child-only: 演奏スキップ countdown card / dim / banner.
-- Fed by Background:handle_skip, which GameScreen::push_skip_state calls
-- every frame once the feature is armed.
--
-- ROUND 19 (r19-skip2): the arcade own post-info draw list
-- (datatable/enso_post.bin, target 0/2/3/4/5/6/7 -- every single-player
-- enso target) places `skip.nulstb` (part 30) right after `song_info.nulstb`
-- (part 16) and ahead of only `papamama.nulstb`, i.e. AFTER the title/genre
-- plate and the soul gauge, not before them. So the skip panel (card,
-- numeral, dim, banner -- one Lumen subtree, drawn as one unit at that one
-- point in the list) has to sit on top of the whole HUD for the whole time
-- it is alive, not just draw_fore. `allnet_indicator.lua`
-- (global/allnet_indicator.lua) is the engine last Lua paint hook on GAME
-- (game.cpp draw_overlay: it runs after song_info.draw(), draw_skip(), the
-- transitions), so it is the only place this skin can put something that
-- actually lands on top of song_info and the gauge. `self.enso_skip` is
-- published on the shared Lua globals table for that hook to pick up and
-- draw (all skin scripts run in one sol::state -- ScriptManager::init /
-- LuaScript::load -- so a plain global is visible everywhere); it is
-- cleared in Background:destroy so a stale reference cannot survive into
-- the next screen.
self.enso_skip = EnsoSkip.new()
_G.g_active_enso_skip = self.enso_skip
-- ROUND 52 (r52-lua-divergence-fixes, user bug report 「兩個人的狀態下,
-- collab會出現graphic bug」): a SCENEPRESET song in 2P used to build the
-- collab rig anyway, but every collab background is a 1P LAYOUT -- one
-- full-height stage, dancers at 1P-stage y, a single top band -- with no
-- knowledge of game_2p_offset or the dual donbg bands, so the idol sprite
-- drew clipped behind the 2P lane and the collab's top band landed
-- corrupted over the 2P chrome. The skin's 2P background design is the
-- dual-band donbg rig and nothing else (ROUND 18/49 audit: "2P branch: no
-- bg objects by design"), so 2P now always routes there; a real 2P collab
-- stage rig is future work (needs per-collab 2P geometry).
local entry = (not self.is_2p) and scene_preset and COLLABS[scene_preset] or nil
if entry then
local ctor, path, max_dancers = entry[1], entry[2], entry[3]
if path then
self.collab = ctor(player_num, bpm, path, max_dancers)
else
self.collab = ctor(player_num, bpm)
end
else
-- Standard (non-collab) case
local max_dancers = 5
self.max_dancers = max_dancers
if self.is_2p then
local donbg_index = math.random(1, 6)
self.donbg_1 = DonBG.create(1, "background", donbg_index)
self.donbg_2 = DonBG.create(2, "background", donbg_index)
local skin_cfg = tex.get_skin_config("game_2p_offset")
self.p2_y_offset = skin_cfg and skin_cfg.y or 0
self.is_clear_1 = false
self.is_clear_2 = false
else
self.donbg = DonBG.create(player_num, "background")
self.bg_normal = BGNormal.create(math.random(0, 4), "background")
self.bg_fever = BGFever.create(math.random(0, 3), "background")
self.fever = Fever.create(math.random(0, Fever.variant_count("background") - 1), bpm, "background")
self.dancer = Dancer.create(math.random(0, 20), bpm, "background", max_dancers)
self.footer = Footer.new("background", math.random(0, 2))
end
-- ROUND 58 (r58-2p-background-polish): the cabinet's 2P enso_post set
-- (the reference build target 1) carries TWO renda_effect instances of the SAME
-- clip -- playerNo 0 at y=0 and playerNo 1 at y=804 (the 2P donbg
-- band; = game_2p_offset in skin space). Each seat gets its own
-- 25-slot pool, and a P2 roll rains into the P2 band.
local renda_index = math.random(0, 2)
self.renda = RendaController.new("background", renda_index)
if self.is_2p then
self.renda_2 = RendaController.new("background", renda_index, self.p2_y_offset)
end
self.chibi = ChibiController.new(bpm, "background")
self.is_clear = false
self.is_rainbow = false
-- ROUND 18 (r18-misc): the troupe size is an absolute function of the
-- gauge (see handle_gauge), not a milestone counter, so there is no
-- `last_milestone` to keep in step any more.
self.clear_progress = nil
end
return self
end
function Background:update(current_ms, bpm)
self.bpm = bpm
self.enso_skip:update(current_ms)
if self.collab then
self.collab:update(current_ms, bpm)
else
if self.is_2p then
self.donbg_1:update(current_ms)
self.donbg_2:update(current_ms)
else
self.donbg:update(current_ms)
self.bg_normal:update(current_ms)
self.bg_fever:update(current_ms)
self.fever:update(current_ms, bpm)
self.dancer:update(current_ms, bpm)
end
self.renda:update(current_ms)
if self.renda_2 then self.renda_2:update(current_ms) end
self.chibi:update(current_ms, bpm)
end
end
function Background:handle_good(player_num)
if self.collab then
self.collab:handle_good(player_num)
else
self.chibi:add_chibi(player_num, false)
end
end
function Background:handle_ok(player_num)
if self.collab then
self.collab:handle_ok(player_num)
else
self.chibi:add_chibi(player_num, false)
end
end
function Background:handle_bad(player_num)
if self.collab then
self.collab:handle_bad(player_num)
else
self.chibi:add_chibi(player_num, true)
end
end
function Background:handle_drumroll(player_num)
if self.collab then
self.collab:handle_drumroll(player_num)
else
-- ROUND 58: seat-routed in 2P (arcade target 1 has one renda_effect
-- instance per playerNo; P2's lives in the bottom band).
if player_num == 2 and self.renda_2 then
self.renda_2:add_renda()
else
self.renda:add_renda()
end
end
end
-- ROUND 52 (r52-lua-divergence-fixes): balloons and kusudama no longer spawn
-- renda effects. the reference build `EnsoGraphicRendaEffect::Process` (0x14012BDA0) arms
-- its per-frame effect start ONLY while an active note of kind 6 or 9 is in
-- flight, and the the reference build note-kind table (tlb research enso_options.md:258) is
-- explicit: "6/9 drumroll, 0xA balloon, 0xC kusudama" -- so the effect family
-- belongs to DRUMROLLS alone. The engine's handle_balloon covers both the
-- balloon and the kusudama (player.cpp check_balloon/check_kusudama), neither
-- of which the cabinet decorates. Kept as a delegate for collabs that define
-- their own handler.
function Background:handle_balloon(player_num)
if self.collab then
self.collab:handle_balloon(player_num)
end
end
-- ROUND 14 (r14-dan). `Background` is a WRAPPER that delegates to self.collab, and
-- the engine binds its hooks off THIS object (Background.cpp reads
-- lua_object["handle_dan"]). A handle_dan defined only on DanBackground is
-- therefore invisible to the engine -- `wants_dan()` returns false and the
-- binding never fires at all. This delegate is what makes it reachable; it is
-- additive and no-ops for every collab that does not define the method.
-- See ENGINE_BINDINGS.md "ROUND 14" and background/bg_objects/dan_info.lua.
function Background:handle_dan(player_num, state)
if self.collab and self.collab.handle_dan then
self.collab:handle_dan(player_num, state)
end
end
-- `clear_progress` (ROUND 18) is the 5th argument: clear_start/gauge_max for this
-- chart's difficulty. It is optional -- an engine that does not send it leaves it
-- nil and handle_dancer_count falls back (see there).
-- `flash` (ROUND 19, r19-gauge) is the 6th argument: the engine gauge-up
-- flash's current fade value (1 -> 0), 0 when none is active. Forwarded so
-- arcade_gauge.lua can redraw the flash on ITS OWN 21px segment grid instead
-- of the engine's 12px one -- see arcade_gauge.lua for why the stock flash
-- (still drawn by gauge.cpp, harmlessly hidden under this overlay's redraw)
-- cannot just be left alone.
function Background:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress, flash)
-- child-only
-- ROUND 39 (r39-ghostgauge-secondsong): this forwarding call still only
-- passed 5 args after ROUND 37 (r37-duplicate-gauge-clear) added the 6th
-- formal parameter to arcade_gauge.lua's own handle_gauge -- so `flash`
-- (the real 6th arg here) was landing in arcade_gauge's `clear_progress`
-- slot, and arcade_gauge's own `flash` was silently nil every frame,
-- permanently disabling the gauge-up flash redraw. Fixed to forward all
-- six.
self.arcade_gauge:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress, flash)
if self.collab then
-- ROUND 52: forward clear_progress (5th arg) so the collab dancer
-- model can divide by the CLEAR point like reference dance_b_* does
-- (collabs that ignore it are unaffected).
self.collab:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
elseif self.is_2p then
-- Update each player's donbg clear state independently
if player_num == 1 then
self.donbg_1:set_clear(is_clear)
self.is_clear_1 = is_clear
elseif player_num == 2 then
self.donbg_2:set_clear(is_clear)
self.is_clear_2 = is_clear
end
self.is_clear = self.is_clear_1 or self.is_clear_2
self.is_rainbow = is_rainbow
else
self.donbg:set_clear(is_clear)
-- ROUND 52 (r52-lua-divergence-fixes): BOTH edges, matching the reference build
-- BgFever/FeverEffect/DonBg::Process (each caches its flag and plays a
-- clip on every change -- `normal_fever` rising, `fever_normal`
-- falling, re-triggerable per gogo/clear excursion).
if is_clear and not self.is_clear then self.bg_fever:start() end
if not is_clear and self.is_clear then self.bg_fever:stop() end
if is_rainbow and not self.is_rainbow then self.fever:start() end
if not is_rainbow and self.is_rainbow then self.fever:stop() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
self:handle_dancer_count(progress, is_clear, clear_progress)
end
end
-- ROUND 18 (r18-misc) -- the cabinet's dancer count.
--
-- `App::EnsoGraphicDancer::Process` (reference source `EnsoGraphicDancer.obj.c:2723-2752`)
-- is evaluated EVERY FRAME and is a pure function of the gauge:
--
-- r = current_gauge / CLEAR_POINT -- +327256 / +327164
-- n = clamp(floor(2r + 3), 3, 5) -- min3 troupes (all six normal ones)
-- CheckDancerNum(this, n)
--
-- so: **3 dancers from the first frame of the song** (r = 0), 4 from HALF the
-- clear point, 5 once the gauge reaches the clear point. It is symmetric --
-- the count falls again when the gauge falls -- and 5 is a hard maximum
-- (`do {...} while (v3 < 5)`, `:2828-2895`).
--
-- What was wrong before: `math.floor(progress * 5)` starting from
-- `last_milestone = 1` gave ONE dancer at song start and reached three only at
-- 60 % of the whole bar. That is the user's 「進歌曲其實預設是3隻」.
--
-- The divisor is the CLEAR point, not the full bar: `AiEnsoGameManager.obj.c:1513`
-- tests `gauge >= (float)*(int *)(v16 + 327164)` for the clear, which pins
-- +327164 as the norma line. Our engine's equivalent is
-- `clear_start = {52, 60, 69, 69} / 87` (`src/objects/game/gauge.cpp:20`), passed
-- in as `clear_progress`. FAIL-SOFT: on an engine that does not pass it (the
-- parent, or a pre-round-18 build) we fall back to the HARD/ONI line, and then
-- correct ourselves the moment `is_clear` flips -- the same "learn the
-- difficulty at the flip" trick `arcade_gauge.lua` already uses, because
-- difficulty itself is not bound to Lua.
local GAUGE_MAX = 87.0
local CLEAR_STARTS = { 52, 60, 69 } -- easy / normal / hard+oni
local CLEAR_DEFAULT = 69 / GAUGE_MAX -- 0.79310
function Background:handle_dancer_count(progress, is_clear, clear_progress)
if not self.dancer or not self.dancer.set_dancer_count then return end
if clear_progress and clear_progress > 0 then
self.clear_progress = clear_progress
elseif is_clear and not self.clear_progress then
-- The engine flips is_clear at gauge_length > clear_start - 1, so the
-- progress at the flip is just under clear_start/87; pick the first
-- threshold at or above it.
local p = progress or 0
for _, cs in ipairs(CLEAR_STARTS) do
if p < cs / GAUGE_MAX + 0.0005 then
self.clear_progress = cs / GAUGE_MAX
break
end
end
self.clear_progress = self.clear_progress or CLEAR_DEFAULT
end
local cp = self.clear_progress or CLEAR_DEFAULT
local r = (progress or 0) / cp
local n = math.floor(2 * r + 3)
if n < 3 then n = 3 elseif n > 5 then n = 5 end
-- is_clear flips one gauge unit early; honour it so the fifth dancer and the
-- クリア state arrive on the same frame.
if is_clear then n = 5 end
self.dancer:set_dancer_count(n)
end
function Background:draw_back()
if self.collab then
self.collab:draw_back()
else
if not self.is_2p then
-- ROUND 52: draw the fever backdrop while it is entering, steady
-- OR exiting (the falling-edge fade), with bg_normal beneath
-- whenever it is not fully opaque.
if self.bg_fever:is_visible() then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
end
self.bg_fever:draw()
else
self.bg_normal:draw()
end
end
if self.is_2p then
self.donbg_1:draw(0)
self.donbg_2:draw(self.p2_y_offset)
else
self.donbg:draw()
end
self.renda:draw()
if self.renda_2 then self.renda_2:draw() end
if not self.is_2p then
self.dancer:draw()
-- ROUND 18 (r18-play): the 魂-max crowd goes UNDER the `dai` band.
-- The cabinet's crowd (enso/fever/fever_effect1) is a 1920x540 stage
-- whose art runs all the way to stage row 539 = screen 1079, i.e. it
-- fully overlaps the dai band's screen rows 1014..1080; drawn on top
-- it wipes the 紅白幕 out in both bottom corners, which is what the
-- user reported. The crowd rises from BEHIND the stand, so `footer`
-- (= bg_dai) is painted last. `dancer` was already behind it and stays
-- there -- the dancers' feet stop at ~y 1010, above the band, so the
-- band does not clip them.
-- ROUND 52: gate on the object's own visibility (covers the exit
-- ramp), not the raw is_rainbow flag.
-- The original paints the band (bg_dai) first and the crowd over it.
self.footer:draw()
if self.fever:is_visible() then self.fever:draw() end
end
self.chibi:draw()
end
end
-- child-only. The engine only calls this when the skin declares it
-- (Background::wants_skip), and it then suppresses its own skip_counter text.
function Background:handle_skip(player_num, state)
self.enso_skip:handle(state)
end
-- Ending banner (engine hook): the cabinet clip for the result kind
-- ("clear" / "full_combo" / "donderful" / "fail") replaces the engine's drawing
-- when its exported data exists; otherwise the engine keeps drawing its own.
function Background:handle_ending(player_num, kind)
self.endings = self.endings or {}
if self.collab and self.collab.handle_ending then
self.collab:handle_ending(player_num, kind)
end
if Ending.available(kind) then
self.endings[player_num] = Ending.new(kind, player_num, "game")
end
end
function Background:draw_ending(player_num)
local e = self.endings and self.endings[player_num]
if e then e:draw(tex.get_current_ms()) end
end
-- Running score (engine hook): the 粋 / 雅 / 極 plate at the player panel's top-left
-- appears as each rank line is crossed (information/score `scorerank_Np`).
function Background:handle_score(player_num, score)
if self.collab and self.collab.handle_score then
self.collab:handle_score(player_num, score)
end
if not RankBadge.available() then return end
self.rank_badges = self.rank_badges or {}
local b = self.rank_badges[player_num]
if not b then
b = RankBadge.new(player_num, "game")
self.rank_badges[player_num] = b
end
b:set_score(score, tex.get_current_ms())
end
-- ROUND 80 (r80-gauge-layering-recheck): child-only. The arcade gauge fill
-- USED TO be painted from draw_fore() below, i.e. after the whole GAME HUD --
-- which put the skin's half of the soul gauge on top of every element the
-- cabinet draws OVER the gauge. `datatable/enso_post.bin` target 0 (1P normal
-- enso) lists the graphics in the order EnsoGraphicFactory::CreateEnsoGraphics
-- appends them, and `tamashiigage/tamashii_gage` is row 12 of 33: above
-- donbg / bg_nomal / bg_fever / renda_effect / dancer / bg_dai / gogo_effect /
-- fever_effect / lane / lane_hit / onp_replace, and BELOW don_enso, lane_left,
-- taiko, onp_jump, hit_effect, course, option, score, combo_number,
-- action_result, branch_effect, don_fukidashi, renda_number, name_plate,
-- action_fusen, action_kusudama, song_info, skip and papamama.
--
-- The engine now calls this hook from Player::draw(), immediately after that
-- lane's own Gauge::draw(), so the gauge is ONE layer again. Measured defect
-- it fixes: the note arc / 魂 badge burst (the cabinet's `onp_jump`, row 17)
-- was being clipped dead at the gauge's left edge, screen x 738 -- see
-- MAPPING_hud ROUND 80.
--
-- `player_num` is the lane whose engine gauge just drew; only that record is
-- repainted, so in 2P each lane lands in its own slot.
function Background:draw_gauge(player_num)
self.arcade_gauge:draw_one(player_num)
-- ROUND 90 (r90-danplate-brown-and-place): the collab gets this slot too.
-- GAME_DAN's 魂ゲージ condition plate is `gauge_border`, a CHILD of `gauge_mc`
-- inside the cabinet's tamashii_gauge.nulm, so it belongs in the gauge's own
-- layer, not at the end of the frame -- see bg_collabs/dan.lua:draw_gauge.
if self.collab and self.collab.draw_gauge then
self.collab:draw_gauge(player_num)
end
end
function Background:draw_fore()
if self.collab then
self.collab:draw_fore()
end
if self.rank_badges then
local now = tex.get_current_ms()
for _, b in pairs(self.rank_badges) do b:draw(now) end
end
-- ROUND 80: the arcade gauge fill moved OUT of here, into draw_gauge()
-- above. Do NOT put it back: this hook runs after the whole GAME HUD.
-- ROUND 19 (r19-skip2): the 演奏スキップ panel used to draw here too, but
-- draw_fore runs BEFORE song_info.draw() and the gauge HUD (game.cpp
-- draw() -> draw_players() -> background->draw_fore() -> draw_overlay()),
-- so its full-screen dim could never reach the title/genre plate or the
-- gauge -- exactly the defect the cabinet capture showed. It now draws
-- from global/allnet_indicator.lua's GAME branch instead, the engine's
-- last Lua paint hook on GAME, which lands after song_info AND the gauge,
-- matching datatable/enso_post.bin's own draw order (skip.nulstb right
-- after song_info.nulstb). See the comment at self.enso_skip's
-- construction above for the full citation.
end
function Background:destroy()
if _G.g_active_enso_skip == self.enso_skip then
_G.g_active_enso_skip = nil
end
if self.endings then
for _, e in pairs(self.endings) do e:destroy() end
self.endings = nil
end
if self.rank_badges then
for _, b in pairs(self.rank_badges) do b:destroy() end
self.rank_badges = nil
end
if self.collab then
self.collab:destroy()
else
if self.is_2p then
self.donbg_1:destroy()
self.donbg_2:destroy()
else
self.donbg:destroy()
self.bg_normal:destroy()
self.bg_fever:destroy()
self.fever:destroy()
self.dancer:destroy()
self.footer:destroy()
end
self.renda:destroy()
-- renda_2 shares the same texture folder; unload_folder is dedup-keyed
-- so the second destroy is a safe no-op.
if self.renda_2 then self.renda_2:destroy() end
self.chibi:destroy()
end
end